The Ogris is a Grineer rocket launcher unlockable through Chem Lab Research in the Dojo. While slow to charge, it fires a rocket that can deliver high blast damage over a small area, but can also damage the player if they aren't careful. A slower projectile version of this is used by the Bombard, though the homing ability isn't present in the ClanTech version.
Deals a third of its total damage (including elemental damage and effects if they proc) to the user if the rocket detonates too close, making the Ogris very dangerous and ill-suited for close range combat.
Can explode on teammates, which can cause lethal self-damage.
Clumsy against large crowds of fast-moving enemies such as the Infested.
The Ogris fires a rocket that deals 100 blast damage, and creates an AoE with a 6m radius that deals 600 blast damage. The game's UI will add both of these numbers together to create 700, which is misleading.
The 100 damage of the rocket can only hit one target, and is not combined with the shot if it hits an object instead of an enemy (much like a Tonkor that is left to explode without hitting an enemy, you lose the direct impact damage).
The actual damage of the explosion is 599, shown when hitting a Charger which has no weakness or bonus to blast, and whose head cannot be hit by the explosion.
The Ogris is slow but very powerful. However, using the Ogris well requires proper positioning and timing, especially against faster enemies such as Corpus Prod Crewmen, Grineer Butchers, or Infested foes. As such, it is a good idea to pair the Ogris with a powerful sidearm and/or melee weapon.
In addition, the Ogris is crippled by its charge time; getting a Speed Trigger mod is recommended, as this will reduce the time it takes to charge a shot.
In addition to other damage mods, it is recommended to plan mods out depending on the faction the player is planning to fight - Radiation damage for the Grineer, Magnetic damage for the Corpus, and Corrosive damage for Infested/Corrupted. This will cause the Ogris to debuff enemies in the rare circumstance that it does not kill them outright.
However, with this greatly increased damage comes greatly increased risk to the user. Players should be extremely careful about where they fire the rocket, or they can easily kill themselves with their own gun. Because of this, it is recommended to find a good spot, preferably high up with a view of the map, from which to rain death on foes from above. This makes it very effective against Infested while doing this tactic.
Rocket itself only deals minor damage, when compared to the AoE damage. Hitting an enemy directly with a rocket will only deal a fraction of the potential damage, and the enemy hit will not receive AoE damage. Aim above their heads or the ground by their feet for best results.
Allies and the user's Sentinel do not take damage from the rockets.
Rockets fired from the Ogris will not pass through allies and can result in serious injury or death to the user if they are too close.
Some players can find the Ogris difficult to use when fighting against a faction predominantly numbered with melee units, such as the Infested, as the risk of self-harm is more prevalent around melee units.
Landing on feet as well as rolling will interrupt charge, while sprinting, double jumping, sliding and landing with a slide does not.
Pressing reload while holding charge will cancel the charge and reload the weapon if the magazine is not full. Otherwise, it will only cancel the charge. This is also true for Lanka, Ballistica, Opticor and Drakgoon.
Causes the same lighting effect as shooting an explosive barrel upon impact.
Prior to Update 13, rockets from the Ogris were unable to pass through Volt's Electric Shield, instead they would collide with the shield and explode.
Both the actual rocket and the explosion can deal critical hits.
The explosions of the Ogris rockets can be unreliable, as it sometimes deals no damage on its AoE despite of the proper shot. (Bug or player error.)
In the Color Customization, the energy of the Ogris can be seen by the two lights appearing at the back of the weapon when fully charged.
When using Adhesive Blast, the rocket will stick to your target and deal damage over time and can apply status effects including Slash.
Even though the player-usable Ogris and the Grineer Bombard's Ogris are technically the same weapon, the two have different sound-effects, travel-time and firing mechanics - one is a slow, homing missile while the other is a fast-travelling rocket that only travels in a straight line.
When charging, smoke can be seen coming off. This may be a process of activating the explosive detonite mixture.
Strangely enough for an explosive, this weapon does not cause enemies to gib heavily, even on direct hits to their weakspots.
The Ogris's model was changed significantly in Update 16. Prior to that, it used a simpler, box-shaped model. The old Ogris model received several graphical updates before it was replaced outright;
Prior to Update 8.1.3, the only indicator of the charge-up time was the noise, which was often difficult to hear in the middle of chaotic firefights and usually led to jamming.
The weapon now emits smoke and the exhaust tubes and clip vibrate and wobble when charging and when fully charged.
The charging indicator light changes color based on the map tile. For example, on asteroid bases, the light is reddish in color, and on Grineer ships, the light is completely white.
Prior to Update 9.5, the Ogris used the same reloading animation as most other rifles, which resulted in the player appearing to empty a non-existing magazine and slapping the bottom of the weapon.
The Ogris is one of the weapons that has a non-static model, as its knobs at its back turn while reloading.
The old Ogris model humorously had the words "BIG HURT F43" written in Grineer on both sides. This is odd considering it is a clan-made version and not a direct copy of the ones used by the Grineer.
Decreasing the charge time of the Ogris using fire rate mods will increase the pitch of the charging sound as well.
If playing as Valkyr, one can Rip Line onto a rocket fired by an Ogris.
The Ogris's projectiles are spiked, which fits the Grineer theme but serves no real purpose. It does however, make Adhesive Blast more logical as the spikes would dig into objects and enemies.
All "charge weapons" (guns) are capable of holding their charge during a sprint, and as long as the user starts the charge, they are able to finish charging while they are still sprinting. This allows for more mobility to the user such as charging their weapon in cover, then run into the room and to unleash their first shot at first sight at the enemy immediately.
Using elevators and opening coop doors also does not cancel the charge, however hacking consoles and opening lockers will.
Sliding when you are about to hit the ground (from any height) is very useful for keeping your charge instead of losing it by rolling.
Pressing reload during a charge will cancel it regardless of ammo remaining.
Enemy bullets can cause the Ogris' Rockets to explode prematurely. Consider:
Firing indirectly at your target (shooting the ground/walls around them)
Waiting for the enemy to stop firing before you release your rocket.
AoE effects such as the Napalm's hazards can also destroy rockets.
Using the Speed Trigger mod can greatly decrease down-time for this weapon.
Affects both Charge time and attack speed but missile speed is unaffected.
Consider the enemy factions:
The Grineer have a mix of large crowds and dangerous heavy enemies that cannot be ignored. Both are equally dangerous; either picking off tougher enemies first or clearing groups first are both valid options with priorities depending on the situation at hand.
Grineer Shield Lancers can block the impact of the Ogris only, but they'll take the full damage of the explosion that comes after this impact.
On the other hand, the Infested move very quickly and are not always grouped for easy crowd-kills. Very often you will have a few enemies blocking rockets with their speed for their swarming allies. Against the Infested focus on killing heavy units first, especially Disruptor and Toxic Ancients, and then clean up the remainder.
Three or more team members using the Infested Impedance aura can increase the efficiency by slowing them down enough to where you can fire with ease.
Firestorm can be considered a damage multiplier as it increases the effective area of the explosion. As damage gets stronger closer to the epicenter of the explosion extending the range of the explosion also increases the effective damage area(s). Also, a combination with mid/high rank Heavy Caliber and Split Chamber increase its effectiveness because each of separated missile will travel to different spot, resulting in wider area of explosion radius and more multikills. This combination is extremely effective in Endless Defense Mission such as Orokin Derelict Defense (ODD) and Wave Defense Mission such as Orokin Void Defense (ODV).
Having a sentinel with a Guardian mod will come in handy when taking too much damage from the rockets.
Carry a close-ranged sidearm when using the Ogris.
Consider using the Kestrel melee weapon as it's ranged charge attack can be used to push a nearby enemy away, allowing you to use your Ogris to kill it. This is usually faster than changing to your secondary and back (The Kestrel is unique among thrown melee weapons in this respect as it will "push" or ragdoll enemies with its charge attack).
Evaluate the risk of massive self-damage before engaging enemies at close-range with this weapon.
Be wary of passing players and enemies when lining a shot up. Mistimed shots could result in a close proximity explosion dealing damage to yourself.
Consider telling your team members to avoid standing / moving in front of you to prevent a self-incapacitation or simply stand where players would not normally pass in front of you such as a ledge or on top of a box.
When using this weapon at close range jumping back usually brings you outside of the blast radius.
When rushed by the enemy fire an intercept shot behind them and let the AOE catch them; an adjacent wall or ceiling target is ideal to reduce the chance of accidentally hitting the oncoming mob.
If your defensive position inside a snow globe is overrun consider exiting the globe and shooting it (from a safe distance); the rocket will impact on the globe but the blast will penetrate and damage those within the blast radius as normal.
As of Update 9.7, Punch Through (formerly Puncture) now works with the Ogris. While rockets do not explode when they punch through, they will still deal the impact damage shown in the infobox (not the 500 AoE damage).
If the punch through distance does not exceed that of the object the projectile initially makes contact with, the rocket will explode immediately inside the target, dealing no radius damage at all. As such it is important to adjust your Punch Through level.
Split Chamber gives the Ogris another rocket that lands in a different location due to the accuracy debuff from Heavy Caliber.
Firestorm when coupled with Split Chamber is especially effective as it increases the overall effective range of the Ogris as well as the damage dealt from each individual explosion.
Shred's punch through is somewhat negated with Heavy Caliber as the rockets no longer land in the same spot as one another. This means even if one rocket passes through an enemy and does not blow up the other rocket will still have a chance of blowing up.
While Sonar can amplify the burst damage output of the projectile, it can be unreliable. The damage done by the Ogris rocket's explosion will always be dealt to the torso, regardless of where the rocket hits. This means that the explosion will not receive the bonus unless Sonar places the weakspot on the enemy's torso.
This can be rectified with Resonance as it allows more weakspots to be generated, thus increasing the likelihood that one weakspot ends up on the torso.
Banshee's Sonic Boom can push away enemies if they are too close, allowing the user to follow up with a rocket.
Chroma can resist accidental damage dealt considerably with Vex Armor, allowing more flexibility in tighter areas.
Effigy will attract and stun enemies, making it easier to target them
A Electric or Cold-oriented Elemental Ward can stun or slow enemies, making shots easier to land with the Ogris, though a Cold-oriented Ward may be preferable due to the Armor bonus it generates while active.
Stunning an enemy with Freeze and then firing a rocket directly at the weakpoint is an effective way to assassinate tougher enemies.
Slowing a line of enemies with Ice Wave can make it fairly easy to clear the wave, assuming that your positioning is good.
Snow Globe can allow Frost to shoot at enemies from variable heights and distances within the snow globe with little disruption or danger of return fire. Try using a smaller globe to avoid blocking your team's (and in some cases, your own) line of sight.
Enemies who survive Avalanche will be immobilized and have their armor reduced, making them vulnerable to a rocket shot.
Dessication can momentarily stun enemies, giving time to charge and fire a rocket. Scarab Swarm can also accomplish this, although one should make sure to fully reap the benefits of the health drain beforehand.
Inaros' many self healing abilities make him good for repairing self damage by a rocket misfire.
Some of the arrows from Quiver can be used to get the most out of the Ogris;
Dashwire Arrows can be used to reach vantage points or evade close combat in combination with Prowl, as the latter's cloaking is not disrupted while sprinting on a zipline.
Sleep Arrows can be used to cluster groups of enemies, which can be followed up with a rocket. The same can be done with Noise Arrows against unaware enemies, though keep in mind that the Ogris is not innately silent, so mod it accordingly.
Navigator is one of the most effective abilities to use with the Ogris, as it allows the player to guide a rocket to a desired target or targets. The damage multiplier that increases the longer Navigator is active also makes the Ogris' rocket far more damaging.
Hall of Mirrors produces 2 clones of your Warframe around you, greatly enhancing your damage output
Should one of the clones trigger an explosion next to you, you won't receive damage from it.
The clones do not obstruct your line of fire, you will fire through them if they happen to be between you and your target.
Since the clones stand around you, the total explosion radius gets significantly increased.
This is further enhanced by the use of Firestorm which increases the blast radius of each rocket.
Modding the Ogris with Heavy Caliber and Split Chamber will even further increase the range of devastation as this will make the Ogris fire a total of 6 rockets (2 for you and 2 for each Doppleganger, as only 2 actually fire weapons) in a wide spread.
This setup can also be used to take full advantage of the new Ogris exclusive Nightwatch Napalm mod, leaving a field of fireballs in the aftermath.
Hall of Malevolence increases the damage dealt with each enemy killed, counteracting the damage penalty of Hall of Mirrors. This gets further enhanced with the use of power strength mods which decrease the damage penalty as well.
Rip Line gives Valkyr unparalleled mobility with low energy cost, allowing her to get anywhere very quickly, or to momentarily gain a height advantage and fire from overhead. It can also serve as a means of escape if enemies get too close.
The use of Vauban's abilities does not interfere with the charging, firing, and reloading of the Ogris; this allows the Vauban to quickly alternate between using abilities and using the Ogris. This flexibility arguably makes Vauban one of the better Warframes with which to use the Ogris.
Charging the Ogris while Bouncing yourself and firing from overhead can clear out a wave in the event where standing on the ground would not do so effectively.
Bastille suspends enemies, thus making them easy targets for the Ogris. This tactic is very effective against the Infested, and is very useful when Bastille is used at narrow chokepoints.
Vortex gathers all affected enemies into one location, thereby clustering them. Shooting the Ogris at or near this cluster is an effective method, damaging, if not killing, many enemies at once. Be careful when using this method as Vortex has a high energy cost.
Iron Jab can knock down enemies close to its selected target, making them vulnerable to a rocket.
Defy is particularly useful in avoiding accidental deaths from the Ogris, though keep in mind that the amount of health restored will diminish with subsequent revives and Wukong's energy reserves will also take a hit.
Once activated, Defy's temporary invulnerability may allow for multiple close proximity rockets. Further use of this advantage is possible by modding Wukong for Power Duration.
Cloud Walker allows Wukong to safely travel to vantage points or move away from targets too close to fire safely.
Much like Rip Line before it, Tail Wind gives Zephyr a lot of mobility, allowing her to reach a good vantage point to open fire safely. Other strategies include;
Using Tail Wind once while on the ground to gain a height advantage to shoot enemies directly below her. However, do keep in mind the blast radius.
Jumping then using Tail Wind straight up creates more distance from the ground and eliminates the danger of self-damage.
Due to Zephyr's reduced falling speed, she can hang in the air for an extended period of time to line up shots and/or "float" away from the enemy and fire the Ogris before landing.
Turbulence is also a very effective skill when combined with the Ogris, as it can shield Zephyr from enemy gunfire (though not melee units) so long as the gunfire originates 'outside' the range of Turbulence.
With the Jet Stream augment, Zephyr becomes faster, and any non-hitscan projectiles she fires will inherit a speed-boost from the ability's effect. The Ogris projectile is normally fairly slow, but this ability can make it fly very quickly.
Keep in mind, however, that Turbulence will 'not' protect you from self-damage, and neither will having Jet Stream equipped. As Zephyr has a paltry 15 armor, this means you must exercise extreme caution so as not to (potentially literally) shoot yourself in the foot.
The Ogris received a visual remodel in Update 16.0, giving it a bulbous appearance in line with other Grineer weapons. Its new appearance shares several visible parts with the Torid, implying that the Torid is the Ogris with added Infested parts.
The Ogris' magazine is a drum that is loaded on top of the weapon. This drum spins when the Ogris is fired.
Update 18.4.10 removed one of the biggest issues with the Ogris, the "jam" experienced when not fully charging a shot. The Ogris will begin charging another shot immediately after partially charging and cancelling for any reason.